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4444a75
Add player BattleAction menu, fix minor issues
food-please Sep 23, 2024
14eecba
Add combat action target cursor
food-please Sep 27, 2024
d579391
Remove CombatEvents.did_player_win_combat
food-please Sep 27, 2024
fddf57a
Make BattlerAnim signal callbacks inline
food-please Sep 27, 2024
0c5a916
Close action menu if selected Battler is downed
food-please Sep 27, 2024
c9a0d0c
Create base combat list menu
food-please Dec 22, 2024
a5c463a
Cleaned up UIBattlerEntry
food-please Dec 22, 2024
3c69471
Rework UIActionMenu
food-please Dec 24, 2024
b6447a2
Allow choosing player battlers and actions in combat
food-please Dec 31, 2024
4516aec
Rework all combat menus & unify with combat data
food-please Jan 17, 2025
fdaa686
Slow Combat time scale while player selects actions and targets
food-please Jan 18, 2025
f7a3d97
Replace some global combat signals with scped UI signals
food-please Jan 19, 2025
556c97f
Rework turn queue to not await player input
food-please Jan 24, 2025
29575fe
Move battlers_downed signal into the Battler manager
food-please Jan 27, 2025
3bac99f
Rename CombatTeamData to BattlerManager
food-please Jan 27, 2025
ed7b85a
Rearrange player UI, don't select downed player Battlers
food-please Jan 28, 2025
ba9c213
Restructure combat player menus
food-please Jan 28, 2025
f70073d
Dynamically validate action menu and keep menu focus
food-please Jan 28, 2025
7b6f55f
Change UI targets as Battler states change in real time
food-please Jan 30, 2025
f7dcef3
Preview player actions with icon in Battler list
food-please Feb 1, 2025
a6ac60a
Do not allow the player to select an invalid action
food-please Feb 1, 2025
1ea4b44
Preview targeting all battlers
food-please Feb 3, 2025
c9abafb
Remove cached action when Battler acts
food-please Feb 3, 2025
db53989
Prevent player from interacting with Battlers once combat has finished
food-please Feb 3, 2025
a7b395f
Allow player Battlers to die while their actions are being selected/t…
food-please Feb 3, 2025
07ccc03
Don't undisable UIBattlerList entries of dead Battlers
food-please Feb 3, 2025
438025b
Rearrange Battler assets, add new player actions
food-please Feb 5, 2025
e9110cd
Add several player and AI combat actions
food-please Feb 5, 2025
16f94a4
Expand action buttons to fit action names
food-please Feb 5, 2025
72dc7b6
Add combat action description bar
food-please Feb 5, 2025
9f4005b
Allow AI battlers to randomly select actions and targets
food-please Feb 14, 2025
dd6b439
Fix target cursor's search for Battlers missing neighbours
food-please Feb 14, 2025
b14f88b
Add class descriptions, remove unused files and extra prints
food-please Feb 14, 2025
2bd0a33
Update changelog, fix targets coming back from the dead when BattlerA…
food-please Feb 14, 2025
f1675c0
Merge branch 'gdquest-demos:main' into main
food-please May 15, 2025
4dfa17a
Upgrade to Godot 4.4.1
food-please May 15, 2025
efda0c3
Add comments to Field, draft the GamepieceRegistry
food-please May 15, 2025
f9adfe2
Refactor/simplify Gamepiece
food-please May 28, 2025
9a0a06c
Refactor gameboard, implement BoardTileMapLayer to block movement
food-please Jun 1, 2025
68ed6cc
Set GameboardProperties in the editor
food-please Jun 2, 2025
722d6cf
Update DebugGameboardBoundaries to use GameboardProperties
food-please Jun 2, 2025
163e5a0
Refactor Pathfinder
food-please Jun 3, 2025
ea76d88
Implement pathfinding
food-please Jun 3, 2025
141f0a7
Adapt FieldCursor to new structure
food-please Jun 3, 2025
c0e4c48
Reimplement AIPathController
food-please Jun 4, 2025
e53197e
Add flags to Pathfinder.GetPathToCell()
food-please Jun 5, 2025
a148f92
Fix broken anims, add mouse input to Interactions
food-please Jun 5, 2025
114a218
Add directional movement (e.g. WASD) for PlayerController
food-please Jun 5, 2025
979bda7
Set player controller to search/work with Interactions
food-please Jun 5, 2025
4b99d28
Fix broken GamepieceAnimations, reintegrate all code with main scene
food-please Jun 6, 2025
59fd4a4
Reworked treasure chests as Gamepieces
food-please Jun 7, 2025
275a92a
Began folder structure rework
food-please Jun 7, 2025
2533dd8
Remove generated .depren files
food-please Jun 7, 2025
6e17570
Allow Pathfinder to update properly when layers are freed
food-please Jun 7, 2025
755969c
Clean up Interactions in Main.tscn
food-please Jun 8, 2025
cf33567
Completely reintegrate main with new code
food-please Jun 9, 2025
0c5b422
Update changelog to 0.3.3
food-please Jun 9, 2025
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10 changes: 10 additions & 0 deletions CHANGELOG.md
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# Changelog

## v0.3.3 Overworld Gameboard & Gamepiece Rework 🔧

### Under-the-hood changes
This update has aimed to greatly simplify the code responsible for moving Gamepieces around the Gameboard, while keeping the structure of the code roughly the same. Most scripts dealing with the overworld/field gamestate have been changed, but the main features are as follows:
- Collision on the Gameboard is no longer based on physics-based collisions. The physics implementation was great, but introduced a host of edge cases (e.g. two gamepieces moving onto the same cell on the same physics tick) that had to be accounted for.
- Rather, objects used to build the pathfinder use a registry pattern; GameboardLayers register themselves with the Gameboard, and Gamepieces register themselves with the GamepieceRegistry. The board and registry update automatically based on signals from their registered objects, and the user no longer needs to worry about emitting global signals such as "FieldEvents.terrain_changed". It all happens under the hood.
- The removal of circular dependency issues that were present in early Godot 4.X has made life much easier. The Gameboard singleton allows anything to figure out where coordinates occur on the gameboard and if those coordinates are moveable (thanks to the single Pathfinder), and the GamepieceRegistry allows objects (cutscenes!) to easily find where everything and everyone is placed on the board. Gameboard and GamepieceRegistry are autoloads that allow designers to easily observe the global overworld state without having to worry (too much) about messing things up.
- Many objects have had their responsibilities reduced, such as Gamepiece which now only deals with moving to a point (rather than also tracking cells, coordinates, movement paths, etc.), and GamepieceControllers which now are much more focused on helping a gamepiece follow a path in response to player and AI input (as opposed to previously, where they also dabbled in pathfinding, physics shenanigans, etc.)
Overall, the code should now be simpler to understand at first glance, and much easier for newcomers to work through. Happy designing!

## v0.3.2 Combat UI Demo 🖱️ - Battler Actions & User Interface

### Guide the player through action selection
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1 change: 1 addition & 0 deletions addons/dialogic/Core/DialogicGameHandler.gd.uid
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Expand All @@ -13,7 +13,7 @@ data = {
}

[sub_resource type="ImageTexture" id="ImageTexture_hx3oq"]
image = SubResource("Image_yiygw")
image = SubResource("Image_ywoka")

[node name="General" type="GridContainer"]
anchors_preset = 15
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uid://b6aip3myqddd7
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@@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=3 uid="uid://cmrgbo8qi145o"]

[ext_resource type="Script" path="res://addons/dialogic/Editor/CharacterEditor/char_edit_section_portraits.gd" id="1_6sxsl"]
[ext_resource type="Script" uid="uid://b6aip3myqddd7" path="res://addons/dialogic/Editor/CharacterEditor/char_edit_section_portraits.gd" id="1_6sxsl"]
[ext_resource type="PackedScene" uid="uid://dpwhshre1n4t6" path="res://addons/dialogic/Editor/Events/Fields/field_options_dynamic.tscn" id="2_birla"]
[ext_resource type="PackedScene" uid="uid://dtimnsj014cu" path="res://addons/dialogic/Editor/Events/Fields/field_vector2.tscn" id="3_vcvin"]

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uid://cfc4sbpgnmj4i
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